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Arathi Basin - WoW Magazine
Edit: For those games where people do focus on a target on the road I WTB fishing in AB back.
In all seriousness though, if you are defending a flag, for goodness sake, fight on the flag and use splash damage abilities. I hardly ever PVP so I shouldn't be one to give advice on such matters but in the times that I did do Arathi Basin all I would have to do is lay in wait in steath mode, wait for a distraction, and cap the flag. I could do that at least once every game and I get lols out of it every time.
The Blacksmith is always the center.
If you are Alliance keep ST, Horde keep farm.
Between the BS and your base is a bridge, which also happens to be near another node, GM for Alliance LM for Horde.
Get that node.
Put your spare or backup defenders on the bridge and from the Smith call incs for all locations.
Your opening gate move will be 1 Farm or ST 5 Smith 4 LM for rated.
Your opening gate move will be 1 Farm or ST 7 Smith 7 LM for PuG.
If you choose LM because it is high ground, go back to the TV, this is not Hollywood.
I usually hover somewhere in the middle between the bases and respond to pressure accordingly, making sure to CC and control the attacking horde to offset their numbers advantage.
Works well for us.
And if too many come into a base, I let the team know that they've sacrificed a lot of defense in order to assault this one base, and we move on the offensive. It's really just all about experience and situational awareness.
However, you can't always have it your way. In this case its sometimes rare, but you should at least try to hold blacksmith if you cannot have all of the other mentioned bases, to allow easier defense.
EDIT: PS: I'm basing this off of pugging. :p Where you can't always decide who and how many will stay at certain bases to defend.
That being said a good offense is a good defense. where would you rather fight, your teams' node with the possibility of losing it or the other teams' node with the possibility of winning it?
Break your group up into flag defense groups and floater/offense groups.
For flag defense groups, you will want them to be no fewer than two players each as it's sometimes possible to lose a flag cap while CC'd. You want backup to prevent the flag capture in case your trinket is down. You can pair with a healer, or any class that has high survivability. The purpose of these defensive groups is to prevent the nodes from getting ninja'd and to call incomings. After that, the defense groups need to hold the flag until a floater group can arrive to save the day.
Floater groups need to be fast moving, mobile groups who float between two or three nodes and assist the defensive groups. They will also operate as an offense group, taking a poke at a flag if they aren't needed for defense. Generally they will hover in a common area so that they can get to a node to assist as quickly as possible. When a defensive team calls for assistance the floater group will head there and help drive back the enemy. They will also need to be paying attention and break away when it's clear that the node is safe and/or the defensive group can hold it. The reason for this is that they need to get back to their floater position as quickly as possible in order to assist the next node under attack.
In your average AB game, you need to hold three points to win. I like to have three, two man defensive groups and two, four-man floater groups with the last player going where assistance is most needed. At the beginning of the match we might start with a single person on defense to stack the offensive group higher in order to better take a node. Anyway, assuming all goes well, we'll have three nodes with 2 people sitting at each flag. The two floaters will sit between them. For alliance, good places for the floaters to sit would be on the road to BS bridge from Stables near GM, and at the bottom of the road as it leads up to LM from stables.
If horde attacks GM, the GM side floater assists. If they attack the LM, the LM side floater assists. If it's a huge zerg, the players from Stables and BS might shift to assist on either side, with the appropriate floater shifting to temporarily cover defense. Additionally, if it's a large attack on one side, the floater group on the other side may take that opportunity to take a poke at the closest node on their side, thus either capping a 4th node, or retaking a 3rd in the event that defense was unable to hold back the enemy offense.
Continue to play this fluid, tug of war style of play until hopefully, you win. As the other team will likely be doing similar, try not to get too frustrated. The most important thing you can do is communicate and make sure you fight on flags. Try not to get distracted and try not to get caught up in tunnel vision. You need to see what's going on around you and communicate it to your team.
Hope that's what you were looking for :)
Examples of stressers:
-Keep an enemy alive when they want to die.
-Have a rogue harass one of their nodes for a while in stealth.
-Co-ordinate damage cooldowns: let them think they're up on you for about 10 seconds then, when they've overextended themselves, obliterate their offense with everyone using their cooldowns at the same time.
-Flip a node to neutral even if you know you can't keep it.
Then after that ....
Well I never get to that part :)
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Off the start, have the team capture farm and split players between LM and BS. The enemy will capture stables and GM, and most cases go straight from GM to Farm, so i tell my team to be ready for this sneaky assault.
If say 7 go LM, 7 go BS and 1 is defending farm. After both LM/BS cap, about 2 from each flag fall back to farm and defend it from the incoming attack.
This strategy I use often and its quite hard for Alliance to beat. Once we stabilize our bases and truely control all 3, I like having 3 defend each flag, with the rest of the team mounted and roaming, patrolling for incomings, a "quick response" team if you will. LM provides superior view of enemy movements, and BS is also a good view if one of the defenders keeps riding around the island looking for enemy movement.
As Alliance, I truely believe the battleground is unfair to them. The tight Horde defensive position is near impossible to crack, when Horde play right using my strat this is nearly unbeatable. To counter this strat, Alliance must send a heavy initial rush at one of the flags, preferably LM. Alliance should send up to 11 players to LM at the start of the game, with a paladin for Crusader Aura, to break up and kill the Horde at the flag and gain control.
Then what...they are left holding GM/LM/stables. Not a good combination to hold, very hard to defend, massive distance between bases. Stables should be the launching ground for flag defenses. Since bases are so far apart, 4 players should hold each base. That means less roamers.
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